fix(Core/Movement): Rewritten follow movement generator for pets (#7324)

- Closes #7296
This commit is contained in:
UltraNix
2021-08-24 11:08:50 +02:00
committed by GitHub
parent bbc071aa57
commit 1becd73f09
6 changed files with 209 additions and 150 deletions

View File

@@ -2539,7 +2539,7 @@ namespace Acore
//===================================================================================================
void WorldObject::GetNearPoint2D(WorldObject const* searcher, float& x, float& y, float distance2d, float absAngle) const
void WorldObject::GetNearPoint2D(WorldObject const* searcher, float& x, float& y, float distance2d, float absAngle, Position const* startPos) const
{
float effectiveReach = GetCombatReach();
@@ -2561,24 +2561,28 @@ void WorldObject::GetNearPoint2D(WorldObject const* searcher, float& x, float& y
}
}
x = GetPositionX() + (effectiveReach + distance2d) * std::cos(absAngle);
y = GetPositionY() + (effectiveReach + distance2d) * std::sin(absAngle);
float positionX = startPos ? startPos->GetPositionX() : GetPositionX();
float positionY = startPos ? startPos->GetPositionY() : GetPositionY();
x = positionX + (effectiveReach + distance2d) * std::cos(absAngle);
y = positionY + (effectiveReach + distance2d) * std::sin(absAngle);
Acore::NormalizeMapCoord(x);
Acore::NormalizeMapCoord(y);
}
void WorldObject::GetNearPoint2D(float& x, float& y, float distance2d, float absAngle) const
void WorldObject::GetNearPoint2D(float& x, float& y, float distance2d, float absAngle, Position const* startPos) const
{
GetNearPoint2D(nullptr, x, y, distance2d, absAngle);
GetNearPoint2D(nullptr, x, y, distance2d, absAngle, startPos);
}
void WorldObject::GetNearPoint(WorldObject const* searcher, float& x, float& y, float& z, float searcher_size, float distance2d, float absAngle, float controlZ) const
void WorldObject::GetNearPoint(WorldObject const* searcher, float& x, float& y, float& z, float searcher_size, float distance2d, float absAngle, float controlZ, Position const* startPos) const
{
GetNearPoint2D(x, y, distance2d + searcher_size, absAngle);
GetNearPoint2D(x, y, distance2d + searcher_size, absAngle, startPos);
z = GetPositionZ();
if (searcher) {
if (searcher)
{
if (Unit const* unit = searcher->ToUnit(); Unit const* target = ToUnit())
{
if (unit && target && unit->IsInWater() && target->IsInWater())
@@ -2614,7 +2618,7 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float& x, float& y,
// loop in a circle to look for a point in LoS using small steps
for (float angle = float(M_PI) / 8; angle < float(M_PI) * 2; angle += float(M_PI) / 8)
{
GetNearPoint2D(x, y, distance2d + searcher_size, absAngle + angle);
GetNearPoint2D(x, y, distance2d + searcher_size, absAngle + angle, startPos);
z = GetPositionZ();
UpdateAllowedPositionZ(x, y, z);
if (controlZ && fabsf(GetPositionZ() - z) > controlZ)